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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1885775216
it is more interest to have it like a civic, in this case you can use some interesting Origin with Pirate Civic. (not all - need more time to test)
2. Second point there are about 80 events that are trigered oon specific ORIGIN, changing Pirate civic to origin will case loosing alot of interesting events. Refactor or of them is not a problem, but to keep them up to date IS a Problem ))
Small one could be build inside borders from megastructere menu
Medioum one could be build outside borders to 'mark' tasty system - will be turned on after testing.
If you had published it, I might've missed it. I'll look again when I get home from work!
Sorry, my Stellaris Workshop is not working, and paradox support can not help me, right now i can upload mods to steam, but not dawnload them to test..
By ship set I mean a being able to choose pirate ships as your empire's default ship type when creating an empire. Like the plantoid/mamalian/lithoid/humanoid/ect ship sets.
The pirate ships seem like they'd be an easy conversion to a full ship set, they have enough models in game to cover all of the base ship types I believe, and you could use the Galleon as the titan and juggernaut.
Tell them to pound sand.
My mod has several points of intersection with their mod, in terms of graphic cultures and sections trmplates of the ships. In general, this is not a problem, I'm already doing compatibility with the great mod - Fallen Empires. BUT THERE IS A PROBLEM, when several of the authors of the NSC started drooling crying and complaining about using their models in my mod, I had to remove their meshes and compability. Now I have no desire to cooperate with them, and even download their code. Perhaps in the future this will change, but not in the near future.
Previously i had them as a separate mod. But it was long ago.
Yes there is a chance, when Mercunary Enclave and pirate Enclave will be updated, i will devide some future in separate modes.
Please describe what exactly ypu mean by 'ship set'ю
2. Checked, I’ve added only 1 small_utility_slot, even disabling my mod will not harm current game, but ok, i will think how to make it in another way.
3. Regarding Fllen Empire, it is funny, years ago i had conversation with author 'had' and he gave his agreement for taking some parts of his other mods. even right now i have integrated his boar_that_ship mod. But it was so many years ago )). thanks for idea. I will find time to study his code.
2. Absolutely not. That is unnecessary incompatibility.
3. Human Fallen Empires link: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=901039859
HFE is the best "Stellaris" Mod ever made. When I first joined them in making content, I IMMEDIATELY thought of this Mod, long abandoned at the time, and desired to implement it with their work.
HFE already has many, MANY downloads. Outright merging it is obviously an option you will never want to consider, but I do ask that you consider adding full support for the Mod and its Pirate mechanics.
1. NSC could be very shout...
2. I added additional slot for all corvette section for balance with pirate ships, yep i could create new sections, but there is no sense to hold almost identical sections.
3. Why not, could you point link to this mod, searching i have found TOO MANY Fallent Empire mods. Regarding special Pirate Country Type - i had it in this and other my mods designed for 1.6.2.. And was going to return them in next update. The fact that they also use full mesh structures is especially interesting, I also used them until the threat went. Will be interesting to compare. So Please point me. I will look on it during wekand.
I LOVED THAT OLD MOD, THIS IS FANTASTIC!
Also, it is possible for the AI to have an Empire Unique system. Simply set it so that the AI will only build so many in their Empire, or make requirements for them to build it (etc.), and so on.